The point of the game is to have an awesome pre-retail hl2 feeling, and the bonus psp version to fill your portable needs
I will try to keep this thread full with as much content as I can, and will post screenshots/videos from time to time also...

I am sorry for the shortness of content/images-I will update the thread with newer in-game shots,and a better info page, I just wanted to post this here because I keep putting it off/forgetting. I am very tired, so I'll leave you guys off with this for now. I will fix up everything some more tomorrow. Enjoy

Quality over Quantity is what I say. The stuff I see is pretty good, apart from the gun in the last screen. What exactly is it supposed to be?

If it's a game, would Valve have any problems with you making a game based on their universe?

(it's an alternate universe but still their universe)

Are most of those screens PSP, PC, or a mixture of both?

If it is a game would it be free or how much would you charge for it?

I'm sorry, I'm unfamiliar with how developing for the PSP works

1.A full game, not a mod

2.There is a game named left for quake, its about left4dead for the psp too. I am not using the name "half-life" in my game. I am using scaled down hl2 beta map textures, and 1 or 2 modified v models from the beta, but I honestly doubt valve will care. missing info was using beta content, and valve told them in 2009 they didn't care as long as it was free. I have sent valve 2-3 emails about this, I have had no reply so far. Valve has made soo much money on hl2 and their other series, I doubt they would mind me using some trashed content, and if they did, I would keep making development on conscript, it would just take me much longer without the map textures.
There are tons of beta mods for hl2(most die out), and they haven't had any problems

3.Most screens are PC, haven't made any psp screens yet. I'll make some soon

2.There is a game named left for quake, its about left4dead for the psp too. I am not using the name "half-life" in my game. I am using scaled down hl2 beta map textures, and 1 or 2 modified v models from the beta, but I honestly doubt valve will care. missing info was using beta content, and valve told them in 2009 they didn't care as long as it was free. I have sent valve 2-3 emails about this, I have had no reply so far. Valve has made soo much money on hl2 and their other series, I doubt they would mind me using some trashed content, and if they did, I would keep making development on conscript, it would just take me much longer without the map textures.
There are tons of beta mods for hl2(most die out), and they haven't had any problems so far

3.Most screens are PC, haven't made any psp screens yet. I'll make some soon

Because its going to be a PSP title and this is probably the easiest engine for an Indie dev to work on.

Edited:

Also I'm seriously digging that song in the Gauss demonstration, very Half-Life hope you can keep the rest of the OST on par.

Well, ATM we have vertex mapping, bump mapping, etc for the pc version, its a very easy to mod engine, and the qc is very elastic as well. I could literally just take the progs.dat from the pc version and use it on the psp. We will be using higher res textures later on. We have a 40 song OST, which we probably wont use ALL 40 songs in the game, but we'll see what happens

Its been working out fine in-game. If it didn't play right, then I wouldn't have added it in as a feature :)
There has been a majority liking of it on the team, and since the weapon eats ammo and has an insane fire rate when full auto is held down, I had to balance it out some how.

Debating to add this to the dm_borealis map as a multiplayer only weapon:

cool fact: those animations were originally from one of my scrapped game's sawn off shotgun animations, that I edited.

So does this actually stay loyal to Half Life's gameplay style? Are the enemies (like the headcrab and headcrab zombie) similar to, or exactly like in Half Life or did you make them more like they are in HL2?

and you keep mentioning "dm" maps, does that mean that there will be multiplayer? If so, what gamemodes will there be?

So does this actually stay loyal to Half Life's gameplay style? Are the enemies (like the headcrab and headcrab zombie) similar to, or exactly like in Half Life or did you make them more like they are in HL2?

and you keep mentioning "dm" maps, does that mean that there will be multiplayer? If so, what gamemodes will there be?

We will have almost all hl2 enemies , beta enemies, etc. We have the gonome, houndeye, hydra, stalkers, headcrabs, etc. look at some of the moddb page videos/screenshots

Yes.There will be basic gamemodes such as CTF,TDM(like hl2:dm), DM, etc. A few I haven't mentioned yet are cremator ball(like dodge ball, insta kill if hit), gaurd gunner(one is the combine gaurd with gaurd gun, rest are conscripts),and more I don't want to spoil just yet.

You don't just "use quake 3", I have never worked with it/its model format, I'm sure its not as easy as QC to code, and I don't see what is wrong with the engine we use now. The quake 1 engine is so mold-able.

We have parallax mapping and bump mapping on the pc engine, and some pretty nifty effects on the psp as well.

I could just take the progs.dat from the pc, place it on the psp, and if all goes well it should just be the same as the PC version. Quake 3 psp barely runs on the slim psp, and I have no idea how to mod it.

One of the factors of this game is the ability to run on older computers/other systems easy.

Just because there is a larger number in front of the game's name doesn't mean the engine is better :)